I've usually just been a silent lurker overall, but I decided to get some advice with this new team I made. I've been able to do a whole lot with this team, so now I want to see what you guys think.
At a glance:
In depth
Politoed @Choice Specs
Trait: Drizzle
EVs: 252 HP/ 252 SpA/ 6 Spe (I have an obsession with just letting it max out, I know the 2 extra EVs are worthless lol)
Modest Nature
- Focus Blast
- Hidden Power Grass
- Hydro Pump
- Ice Beam
A standard SpecsToed set. It provides some nice raw power on the special side, as I'm sure several here know the power of a Choice Specs Politoed in the rain. It also provides rain support, which works well in tandem with several of the members on my team. All coverage moves obviously, and Politoed can take a hit with the standard EV spread.
Volcarona @Leftovers
Trait: Flame Body
EVs: 252 SpA/ 6 SpD/ 252 Spe
Timid Nature
- Bug Buzz
- Fire Blast
- Hurricane
- Quiver Dance
A nice Rain Volcarona. It acts as a check and works well against opposing sun teams while simultaneously providing special support for my team. While Volcarona doesn't appreciate entry hazards (lol SR) I usually take care of them fast enough or leave Volcarona in for the duration of the battle before Stealth Rock gets set up. Hurricane has that awesome 100% accuracy in rain plus the confusion hax, which is wonderful. Fire Blast gets steel types, even in rain it's powerful.
Garchomp @Leftovers
Trait: Rough Skin
EVs: 6 HP/ 252 Atk/ 252 Spe
Naive Nature
- Aqua Tail
- Dragon Claw
- Earthquake
- Swords Dance
Garchomp acts as a great physical sweeper with excellent coverage and the ability to play against sand teams amazingly. This is a slight combination of two sets. It uses Naive instead of Jolly because I hit stuff with Fire Blast on the special side. Aqua Tail gets a nice boost in the rain and provides a solid option against other checks for Garchomp, such as physically defensive Gliscor. Dragon Claw is used over Outrage because I look more at attrition and teamwork than at direct power, though the debate still goes on between the two. I justify Dragon Claw by Swords Dance to power up all of my attacks, which I can use during a switch or just when I know I can take an attack and retaliate.
Breloom @Life Orb
Trait: Technician
EVs: 6 HP/ 252 Atk/ 252 Spe
Jolly Nature
- Bullet Seed
- Low Sweep
- Mach Punch
- Spore
Another personal favorite and great attacker that rounds out my physical duo and completes a nice FWG core. This guy works on momentum as well and is used like a regular Technician Breloom in OU. Low Sweep's nice side effect also helps set up for some of my other members, like Politoed.
Chansey @Eviolite
Trait: Natural Cure
EVs: 252 HP/ 252 Def/ 6 SpD
Bold Nature
- Attract
- Protect
- Toxic
- Wish
An amazing mixed wall, but specifically for special attacks. It passes enormous Wishes to my team, acting as a great support member. It's true that this Chansey is Taunt bait, but I haven't had too much issue with that in the past. Protect is for scouting moves and racking up damage/Wish recovery and Toxic deals residual damage and forces switches that allows me to make predictions. The key is Attract, which I use instead of Seismic Toss. In simulators and Pokégen, the standard gender is male. By using a female Chansey, I can pretty much guarantee this will work. At the same time, people simply do not realize and very much underestimate just how infuriating the Attract status can be. It's helped me to beat several sweepers and force several switches/ragequits.
Forretress @Leftovers
Trait: Sturdy
EVs: 252 HP/ 178 Def/ 80 SpD
IVs: 0 Spe
Relaxed Nature
- Gyro Ball
- Rapid Spin
- Stealth Rock
- Toxic Spikes
I considered Ferrothorn, but went with Forretress in the end thanks to the ability to set every kind of hazard and spin away said hazards. Gyro Ball provides a great attack for Forretress that can prevent sweeper setup. Forretress acts as my spinner, and since I find Stealth Rock to be more important than Spikes I use SR and Toxic Spikes as my two hazards of choice. It also allows for a quicker setup that serves my purpose than double spikes, which takes 5 turns compared to the 3 seen here.
Well, this is my team! Comments, critiques, suggestions, etc., all are welcome! Just stay positive and non-confrontational, that's all I ask.
This is also my first RMT and overall post (though I have been a member for a while), so please go easy on me.
At a glance:






In depth

Politoed @Choice Specs
Trait: Drizzle
EVs: 252 HP/ 252 SpA/ 6 Spe (I have an obsession with just letting it max out, I know the 2 extra EVs are worthless lol)
Modest Nature
- Focus Blast
- Hidden Power Grass
- Hydro Pump
- Ice Beam
A standard SpecsToed set. It provides some nice raw power on the special side, as I'm sure several here know the power of a Choice Specs Politoed in the rain. It also provides rain support, which works well in tandem with several of the members on my team. All coverage moves obviously, and Politoed can take a hit with the standard EV spread.

Volcarona @Leftovers
Trait: Flame Body
EVs: 252 SpA/ 6 SpD/ 252 Spe
Timid Nature
- Bug Buzz
- Fire Blast
- Hurricane
- Quiver Dance
A nice Rain Volcarona. It acts as a check and works well against opposing sun teams while simultaneously providing special support for my team. While Volcarona doesn't appreciate entry hazards (lol SR) I usually take care of them fast enough or leave Volcarona in for the duration of the battle before Stealth Rock gets set up. Hurricane has that awesome 100% accuracy in rain plus the confusion hax, which is wonderful. Fire Blast gets steel types, even in rain it's powerful.

Garchomp @Leftovers
Trait: Rough Skin
EVs: 6 HP/ 252 Atk/ 252 Spe
Naive Nature
- Aqua Tail
- Dragon Claw
- Earthquake
- Swords Dance
Garchomp acts as a great physical sweeper with excellent coverage and the ability to play against sand teams amazingly. This is a slight combination of two sets. It uses Naive instead of Jolly because I hit stuff with Fire Blast on the special side. Aqua Tail gets a nice boost in the rain and provides a solid option against other checks for Garchomp, such as physically defensive Gliscor. Dragon Claw is used over Outrage because I look more at attrition and teamwork than at direct power, though the debate still goes on between the two. I justify Dragon Claw by Swords Dance to power up all of my attacks, which I can use during a switch or just when I know I can take an attack and retaliate.

Breloom @Life Orb
Trait: Technician
EVs: 6 HP/ 252 Atk/ 252 Spe
Jolly Nature
- Bullet Seed
- Low Sweep
- Mach Punch
- Spore
Another personal favorite and great attacker that rounds out my physical duo and completes a nice FWG core. This guy works on momentum as well and is used like a regular Technician Breloom in OU. Low Sweep's nice side effect also helps set up for some of my other members, like Politoed.

Chansey @Eviolite
Trait: Natural Cure
EVs: 252 HP/ 252 Def/ 6 SpD
Bold Nature
- Attract
- Protect
- Toxic
- Wish
An amazing mixed wall, but specifically for special attacks. It passes enormous Wishes to my team, acting as a great support member. It's true that this Chansey is Taunt bait, but I haven't had too much issue with that in the past. Protect is for scouting moves and racking up damage/Wish recovery and Toxic deals residual damage and forces switches that allows me to make predictions. The key is Attract, which I use instead of Seismic Toss. In simulators and Pokégen, the standard gender is male. By using a female Chansey, I can pretty much guarantee this will work. At the same time, people simply do not realize and very much underestimate just how infuriating the Attract status can be. It's helped me to beat several sweepers and force several switches/ragequits.

Forretress @Leftovers
Trait: Sturdy
EVs: 252 HP/ 178 Def/ 80 SpD
IVs: 0 Spe
Relaxed Nature
- Gyro Ball
- Rapid Spin
- Stealth Rock
- Toxic Spikes
I considered Ferrothorn, but went with Forretress in the end thanks to the ability to set every kind of hazard and spin away said hazards. Gyro Ball provides a great attack for Forretress that can prevent sweeper setup. Forretress acts as my spinner, and since I find Stealth Rock to be more important than Spikes I use SR and Toxic Spikes as my two hazards of choice. It also allows for a quicker setup that serves my purpose than double spikes, which takes 5 turns compared to the 3 seen here.
Well, this is my team! Comments, critiques, suggestions, etc., all are welcome! Just stay positive and non-confrontational, that's all I ask.
This is also my first RMT and overall post (though I have been a member for a while), so please go easy on me.